The 30 is not a range increment and shouldn t be affecting the numbers. it s there because Precise Shot affects anything out to 30 , so when you have the feat

Message 3 of 13
, Nov 6, 2012

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The 30' is not a range increment and shouldn't be affecting the numbers.
it's there
because Precise Shot affects anything out to 30', so when you have the feat
you
need different numbers up to 30'. Longbows have this as well even though
their
first increment is 100'. If you don't have precise shot you can ignore the
30'
value, all the other numbers should be right.

The 30' is not a range increment and shouldn't be affecting the numbers.
it's there
because Precise Shot affects anything out to 30', so when you have the feat
you
need different numbers up to 30'. Longbows have this as well even though
their
first increment is 100'. If you don't have precise shot you can ignore the
30'
value, all the other numbers should be right.

I know the tasks you have are monumental. I am completely understanding how complicated it can be and I appreciate the long hours you are putting into PCGEN.

Message 5 of 13
, Nov 7, 2012

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I know the tasks you have are monumental. I am completely understanding how complicated it can be and I appreciate the long hours you are putting into PCGEN. Nope, no buts coming just a Thank You. When I win the lottery each of you working on this endeavor is going to make bank, promise.
-Tony-

P.s. How about a in-play thingy to just add the bonus to the first attack. I do not know what I do not know so forgive my ignorance in the asking.

Range Increment of 30' will always display as that is the designated 'Short Range' and certain feats
affect it. Doesn't matter if it's a musket, Crossbow or Dagger.

Furious Focus is not implemented. You have a complicate xslt along with an xml base file along with
what the program outputs in place. It's not easy to go in and change all that for corner cases. I'm
the only active OS monkey on the PCGen team, and my experience is very limited. I've managed to
accomplish quite a lot through lots of long hours, trial and error. If I had to re-do the files in
our OS I could not accomplish the same quality we have today. So, when you consider my expertise and
willingness to dive in there, that is quite an accomplishment. Sadly, in order to implement your
feat, it's going to require either a more experienced person (whether they join the team, or give me
advice), or we need to wait for a Code Solution to handle the intricacies of the system (Note I have
a few Feature Requests in New Tag for just this objective); or we wait for the implementation of
Freemarker for our export.

(Just to explain how this is complicated, I would need to go and alter the BAB Cycle code... see,
the BAB is exported as a Single Number from the Code to the OS. Then a fancy code takes that single
number, and every integer of 6 produces a /+x with the number being less by the five. In order to
implement your feat, I'd have to change how that all works, by adding back the power attack
variable, and then reduce the 2nd and beyond interations. I'd invite you to take a look at the fine
tangled mess involved. Of course, it only has to be active when your particular feat is active which
means I have to some how tell the code when this is in play. I don't have any easy method to measure
that, which means making new code on both the LST side in the form of an ASPECT and tying that to
the xlst.

Fantasy_common has the BAB code cycle
Fantasy_master has the various weapon blocks.

Sadly, that only covers the PDF export, repeating the process in htm is quite different code usage.
And then you have to usually find a solution for the various preview sheets. Luckily those are htm
as well, so they'll be easier to port from the htm in most cases. )

Of all those options, I only see the last one as the most likely to happen in the near future.

Hi, Nope, can t do it. All I can do is negate the Power Attack Penalty in total. (Remember it s only one number, it s an all or nothing deal. In order to

Message 6 of 13
, Nov 7, 2012

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Hi,

Nope, can't do it. All I can do is negate the Power Attack Penalty in total. (Remember it's only one
number, it's an all or nothing deal. In order to change that, I'd have to do some complicated
mess... something I'm not feeling keen to attempt). I think we can wait for Freemarker and see what
is possible with that. Once we have an idea of that, then I'll re-evaluate the request.

On 11/7/2012 2:58 PM, Charles Suaso wrote:
> I know the tasks you have are monumental. I am completely understanding how complicated it can be and I appreciate the long hours you are putting into PCGEN. Nope, no buts coming just a Thank You. When I win the lottery each of you working on this endeavor is going to make bank, promise.
> -Tony-
>
> P.s. How about a in-play thingy to just add the bonus to the first attack. I do not know what I do not know so forgive my ignorance in the asking.
>
>
> ________________________________
> From: Andrew <drew0500@...>
> To: pcgen@yahoogroups.com
> Sent: Monday, November 5, 2012 11:48 PM
> Subject: Re: [pcgen] Things that need attention.
>
>
>
> Hi,
>
> Range Increment of 30' will always display as that is the designated 'Short Range' and certain feats
> affect it. Doesn't matter if it's a musket, Crossbow or Dagger.
>
> Furious Focus is not implemented. You have a complicate xslt along with an xml base file along with
> what the program outputs in place. It's not easy to go in and change all that for corner cases. I'm
> the only active OS monkey on the PCGen team, and my experience is very limited. I've managed to
> accomplish quite a lot through lots of long hours, trial and error. If I had to re-do the files in
> our OS I could not accomplish the same quality we have today. So, when you consider my expertise and
> willingness to dive in there, that is quite an accomplishment. Sadly, in order to implement your
> feat, it's going to require either a more experienced person (whether they join the team, or give me
> advice), or we need to wait for a Code Solution to handle the intricacies of the system (Note I have
> a few Feature Requests in New Tag for just this objective); or we wait for the implementation of
> Freemarker for our export.
>
> (Just to explain how this is complicated, I would need to go and alter the BAB Cycle code... see,
> the BAB is exported as a Single Number from the Code to the OS. Then a fancy code takes that single
> number, and every integer of 6 produces a /+x with the number being less by the five. In order to
> implement your feat, I'd have to change how that all works, by adding back the power attack
> variable, and then reduce the 2nd and beyond interations. I'd invite you to take a look at the fine
> tangled mess involved. Of course, it only has to be active when your particular feat is active which
> means I have to some how tell the code when this is in play. I don't have any easy method to measure
> that, which means making new code on both the LST side in the form of an ASPECT and tying that to
> the xlst.
>
> Fantasy_common has the BAB code cycle
> Fantasy_master has the various weapon blocks.
>
> Sadly, that only covers the PDF export, repeating the process in htm is quite different code usage.
> And then you have to usually find a solution for the various preview sheets. Luckily those are htm
> as well, so they'll be easier to port from the htm in most cases. )
>
> Of all those options, I only see the last one as the most likely to happen in the near future.
>
> On 11/5/2012 8:00 PM, Charles Suaso wrote:
>> Hello,
>> 2 things I have found that need attention, Please!
>> Musket range is off by 1 increment, suppose to start with 40' range increment not 30' unless it has change in the source material.
>> Furious Focus is not working with Power attack, It is suppose to cancel Power Attack penalty on first attack when using 2 handed weapons and 1 handed weapons with 2 hands
>> Now just to let you know. Y'alls work is fantastic and I appreciate every bit of it. Trying to be helpful.
>> Thank You,
>> Charles
>>
>> [Non-text portions of this message have been removed]
>>
>>
>>
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